Base Class: Fighter
Warriors of the wilderness, the archetypal Ranger specializes in hunting the monsters that threaten the edges of civilization. They focus their combat training on techniques that are useful out in the wild lands, far out from cities and towns. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much like a druid. Their spells, like their combat abilities emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Spellcasting
Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots. The Ranger Spellcasting table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Hunter's Mark and have a 1st-level and a 2nd-level spell slot available, you can cast Hunter's Mark using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level ranger spells of your choice. The Spells Known column of the Ranger Spellcasting table shows when you learn more ranger spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the ranger spells you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots for.
Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell Save DC: 8 + your Proficiency bonus + your Wisdom modifier.
Spell Attack Modifier: your Proficiency bonus + your Wisdom modifier.
|
Fighter Level |
Cantrips Known |
Spells Known |
Spell Slots per Spell Level |
|||
|
1st |
2nd |
3rd |
4th |
|||
|
3 |
2 |
3 |
2 |
- |
- |
- |
|
4 |
2 |
4 |
3 |
- |
- |
- |
|
5 |
2 |
4 |
3 |
- |
- |
- |
|
6 |
2 |
4 |
3 |
- |
- |
- |
|
7 |
2 |
5 |
4 |
2 |
- |
- |
|
8 |
2 |
6 |
4 |
2 |
- |
- |
|
9 |
2 |
6 |
4 |
2 |
- |
- |
|
10 |
3 |
7 |
4 |
3 |
- |
- |
|
11 |
3 |
8 |
4 |
3 |
- |
- |
|
12 |
3 |
8 |
4 |
3 |
- |
- |
|
13 |
3 |
9 |
4 |
3 |
2 |
- |
|
14 |
3 |
10 |
4 |
3 |
2 |
- |
|
15 |
3 |
10 |
4 |
3 |
2 |
- |
|
16 |
3 |
11 |
4 |
3 |
3 |
- |
|
17 |
3 |
11 |
4 |
3 |
3 |
- |
|
18 |
3 |
11 |
4 |
3 |
3 |
- |
|
19 |
3 |
12 |
4 |
3 |
3 |
1 |
|
20 |
3 |
13 |
4 |
3 |
3 |
1 |
Survivalist
When you choose this archetype at 3rd level, you can choose two skills from the following list to become proficient in: Animal Handling, Athletics, Nature, Perception, Stealth, and Survival.
Natural Explorer
At 7th level, you become an expert at navigating the natural world, and learn to move swiftly through it. This grants you the following benefits:
- You are not affected by difficult terrain.
- Your movement speed increases by 10 feet.
In addition, you are skilled at traversing through the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain does not slow your group's travel.
- Your group cannot become lost except by magical means.
- If you are traveling alone, you can move stealthily at a normal pace.
- While tracking other creatures, you can learn their exact numbers, their sizes, and how long since they traveled through the area.
Beastmaster
At 10th level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or three times your fighter level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use one of your Attack actions to verbally command it to take the Attack, Dash, Disengage, or Help action. If you do not issue a command, the beast takes the Dodge action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements.
Predator
At 15th level, you gain the ability to use the Dash or Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain primeval senses that help you fight creatures you can't see. When you attack a creature that you cannot see, your inability to see it does not impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature is not hidden from you and you are not blinded or deafened.
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